I had a very profuse language moment today, as I realized I had a bug in a single line of code in my editor, which meant that when I was placing down trees (technically any brushes, but trees was where the issue was precipitating) I was unwittingly changing every tile underneath them to make anything movable - so a rather than being stopped at the edge of water for example, the player was able to walk out onto the water. Oopsie.
The good news, it was literally one line of code that was pretty easily found and corrected, but there's a lot of trees that I've added to the world, which all need fixing to make the terrain the way it should be again. The editor will let me do that pretty easily, but it's still rather a pain. Could be time spent doing better things. Oopsie.
And with that annoying discovery, I am happy to say that I've pretty much built out the last of the initial test world. There's three islands, East and West Floren and the Blighted Isle.
I've got two more building interiors to do, and then it's quest and NPC time I think. I've also been thinking about the rendering engine and memory management for more complex animated objects (players and creatures). I think as part of the work I'll be doing while alpha testing will be to look at improving it to make it more smarterer. Currently it's great for the various textures used in the world, but I should implement something similar for objects too. And do it so that it is only loading up the animations and directions it needs on the fly. Basically, I know what I want it to do, just not sure how I'll get it to do that neatly.
Anyhow, Floren Farmstead is done, complete with a delightful farm that was quite a bit of effort to get done, but worth the final outcome I think.